Base Class: Ranger
While some ranger's believe the greatest show of mastery is in the act of killing a foe from miles away, the bond between them and nature, or their ability to survive even in the most hostile of conditions, some feel the truest show of mastery is how one acts under extreme pressure, forced to improvise weapons, utilize maneuvers they've never practiced, face foes in situations they've never been in. There's a thin line between well-planned strategy and utter chaos, and the Primal Hunter manages to walk that line with a balance never before seen.
A Primal Hunter prides themselves on one thing, acting under pressure. Years of training and honed instincts are meaningless when you're pinned to a wall by a creature you've never even heard of. Mastery of a sword is useless when you drop it. Encyclopedic knowledge of a forest is garbage when you're not in it. The world is chaotic, the flow of battle can change from sheer domination to life and death in the blink of an eye, and the only thing you know will keep you alive is yourself.
In Case of Emergency
When backed into a corner by an unknown enemy, you must be prepared to fight for your life, by any means possible, even if that means flinging your sword right at their face. Beginning when you choose this archetype at level 3, you gain the following benefits:
- You can draw and stow weapons without the Heavy or Two-Handed property as a free action.
- All weapons without the Heavy or Two-Handed property can be treated as thrown weapons with a 20/60 range. Instead of 1d4 damage, a weapon thrown this way will deal it's damage as if it's a regular melee attack.
- When throwing a weapon, instead of adding strength, you may add dexterity to the attack and damage roll.
Total Awareness
Beginning at 7th level, you've gained the ability to feel whether a situation is off or something is wrong
- You can no longer be surprised while you're conscious.
- If a creature attempts to attack you from stealth, you can use your reaction to make a ranged attack against that creature.
- You have advantage on investigation checks in order to find a weapon or a weapon-like object.
Thrown Maneuver
Beginning at 11th level, before you make a thrown weapon attack, you can make a thrown maneuver. If the attack hits, you can choose one of several effects:
- The creature's movement speed is halved until the end of its turn.
- The creature is forced to drop the weapon or object it's holding.
- The creature has disadvantage on its next saving throw.
You can use this action equal to your proficiency modifier, and you regain all expended uses after a long rest.
Blade Barrage
Starting at 15th level, when throwing a weapon with the Light and Thrown property, you can throw two in the same attack. You will roll once for the attack, but roll twice for the damage. This attack can be used in tandem with Thrown Maneuver, but only applies one effect.
You may throw a weapon with the Light and Thrown property as a bonus action, you cannot use a Thrown Maneuver with this attack.
In Case of Emergency
When backed into a corner by an unknown enemy, you must be prepared to fight for your life, by any means possible, even if that means flinging your sword right at their face. Beginning when you choose this archetype at level 3, you gain the following benefits:
- You can draw and stow weapons without the Heavy or Two-Handed property as a free action.
- All weapons without the Heavy or Two-Handed property can be treated as thrown weapons with a 20/60 range. Instead of 1d4 damage, a weapon thrown this way will deal it's damage as if it's a regular melee attack.
- When throwing a weapon, instead of adding strength, you may add dexterity to the attack and damage roll.
Total Awareness
Beginning at 7th level, you've gained the ability to feel whether a situation is off or something is wrong
- You can no longer be surprised while you're conscious.
- If a creature attempts to attack you from stealth, you can use your reaction to make a ranged attack against that creature.
- You have advantage on investigation checks in order to find a weapon or a weapon-like object.
Thrown Maneuver
Beginning at 11th level, before you make a thrown weapon attack, you can make a thrown maneuver. If the attack hits, you can choose one of several effects:
- The creature's movement speed is halved until the end of its turn.
- The creature is forced to drop the weapon or object it's holding.
- The creature has disadvantage on its next saving throw.
You can use this action equal to your proficiency modifier, and you regain all expended uses after a long rest.
Blade Barrage
Starting at 15th level, when throwing a weapon with the Light and Thrown property, you can throw two in the same attack. You will roll once for the attack, but roll twice for the damage. This attack can be used in tandem with Thrown Maneuver, but only applies one effect.
You may throw a weapon with the Light and Thrown property as a bonus action, you cannot use a Thrown Maneuver with this attack.
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